Refactor code structure for improved readability and maintainability

This commit is contained in:
2026-05-26 13:04:38 +08:00
parent f74d7f1877
commit 5a0f1548ea
53 changed files with 4853 additions and 163 deletions

View File

@@ -0,0 +1,65 @@
using System.Collections;
using Animancer;
using UnityEngine;
using BaseGames.Enemies.Perception;
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 循环追击 + 体接触伤害能力。
/// 追击期间每帧更新 MoveTo失去感知后收招退出并恢复巡逻状态。
/// 可复用于任何需要"追击+接触伤害循环"的敌人。
/// </summary>
public class ContactChaseAbility : EnemyAbilityBase
{
[Header("动画")]
[SerializeField] private ClipTransition _loopClip;
[SerializeField] private ClipTransition _endClip;
[Header("感知与接触伤害")]
[SerializeField] private BodyContactDamage _contactDamage;
[SerializeField] private EnemySensorHub _sensorHub;
[Tooltip("用于追击感知判断的传感器槽位名,通常为 \"aggro\"")]
[SerializeField] private string _aggroSlotName = "aggro";
protected override IEnumerator ExecuteCoroutine()
{
Phase = AbilityRunState.Active;
if (_loopClip.Clip != null)
_animancer.Play(_loopClip);
if (_contactDamage != null)
_contactDamage.enabled = true;
while (true)
{
if (_enemy.PlayerTransform == null) break;
if (_sensorHub != null && !_sensorHub.IsDetecting(_aggroSlotName, _enemy.PlayerTransform.gameObject))
break;
_enemy.MoveTo(_enemy.PlayerTransform.position);
yield return null;
}
if (_contactDamage != null)
_contactDamage.enabled = false;
_enemy.StopMovement();
if (_endClip.Clip != null)
{
_animancer.Play(_endClip);
yield return EnemyAbilityWaits.Get(_endClip.Clip.length);
}
_enemy.SetAiPhase(AiPhase.Patrol);
}
protected override void OnInterrupted(InterruptReason reason)
{
if (_contactDamage != null)
_contactDamage.enabled = false;
}
}
}